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LordErebus12
2012-12-29, 01:26 AM
Terrak, The Children of the Slumbering One.

http://i.imgur.com/3w0fP.jpg

The Rangers and Druids of the deep wilds speak of a place that is cursed with an infestation. They speak of a place that has been lost. A place with an ancient secret.

It begun with the discovery of an ancient slumbering Tarrasque by several adventurers, a Tarrasque blessed with high intelligence, but cursed with an inability to awaken. Its mind was vastly intelligent, capable of psionic powers capable of destroying the natural world. It was buried in a sacred place, a place protected only by the druids and fey creatures that dwelt there. They hid It from us to protect us all.

It is Telepathic.

Those adventurers were weak of the mind, they were coerced by this horror into consuming its own flesh. No one had ever tried it, this Tarrasque promised them power, they were greedy. They willingly began the transformation into the first terraks, an aberrant race most vile. They would become the new hands of this Tarrasque, through telepathic dreams, they have spread the infection to others. The druids tried to end them but it soon became evident that they had failed: a new generation came forward; the terraks had bred true...

Several tribal societies have evolved within the vast wilds of the material plane, following a sleeping deity of primal evil, one of hunger, nature, destruction and death. This sleeping behemoth is in fact the uniquely cursed Tarrasque; highly intelligent, ever slumbering but still telepathically aware of those within its mental reach.

This creature promises them mastery over the natural world and mastery of death through consuming its flesh as a sacrament. They believe consuming the flesh of this “Eternal One” will grant them everlasting life and power; knowingly and willingly leading to the promised reawakening of their “God”.

The Arch-Druids of his faith often mutter about the reincarnation of their God, through their people. One will be born who will be the God incarnate; they claim when he is born, he will awaken the slumbering Tarrasque and will begin the end times.

Terrak Racial Statistics:

Ability Modifiers:
+8 Str, -2 Dex, +4 Con, -2 Int, -2 Cha

Size and Type:
Medium Aberration.

Speed:
20 ft. (4 squares); Burrow 20 ft.

natural armor:
+8

Carapace (Ex):
The Terrak’s armor-like carapace is exceptionally tough and highly reflective; reflecting rays, lines, cones, and even magic missile spells. There is a 25% chance of reflecting any such effect harmlessly off of its carapace, negating the effect. Check for reflection before rolling to overcome spell resistance.

Spell Resistance (Ex):
11 + Terrak Racial Levels + 1/2 Class Levels

Special Qualities:
Scent, Darkvision 60 ft. and Low-Light Vision

Natural Attacks:
The Terrak’s natural weapons are treated as magical weapons for the purpose of overcoming damage reduction.


two claw attacks
Primary
(if medium: 1d6 + Str / 20x2)
(if large: 1d8 + Str / 20x2)

one Bite attack
Secondary
(if medium: 2d4 + 1/2 Str / 20x2)
(if large: 2d6 + 1/2 Str / 20x2)

two gore attacks
Secondary
(if medium: 1d8 + 1/2 Str / 20x2)
(if large: 1d10 + 1/2 Str / 20x2)

one tail slap attack
Secondary
(if medium: 1d6 + 1/2 Str / 20x2)
(if large: 1d8 + 1/2 Str / 20x2)

Racial Feats:
Improved Toughness (Complete Warrior) and Run as bonus feats

Alignment:
Usually Chaotic Evil

Automatic Languages:
Common, Sylvan

Bonus Languages:
Any

Favored Class:
Druid or Terrak Racial Class.

LA:
+3 (I am estimating)



Change Log:

December 29th - Concept fleshed out, awaiting comments.
--Lowered all its abilities to help lower LA.
--Gave it back DR/Epic.
--class fleshed out, awaiting comments.
--Crusader's damage pool and counterstrike abilities; some pathfinder barbarian rage abilities, such as knockback; a druidic companion and wild empathy; increases its racial abilities as it progresses.

December 30th - removed fire immunity from race.
--Changed the class into a 10 level class, instead of a full 20 level class, pulling the rage abilities from it. moved several more immunities to the class.

31st - Template became a race. it fits better.



just an idea i got from some other commenters on some tarrasque posts, thought it would be a nice build exercise and would be neat for some campaigns.

thought they would have an Aztec like society based around sacrifice.

Sample Encounters:


Bloodlust Terrak
Male Medium Aberration Terrak 2nd / Barbarian 3rd
Hit Dice: 2d8+12 plus 3d6+18 (49 hp)
Initiative:+2
Speed:40 ft. (8 squares), burrow 20 ft.
Armor Class:20 (+8 Natural, +2 Dex), Touch 12, Flat-footed 18
BAB/Grapple:+4/+10
Attack: Claw +10 melee (1d6+6)
Full Attack: Two claws +10 melee (1d6+6) and bite +8 melee (1d4+3) and tail slap +8 melee (1d4+3) and two gores +8 melee (1d4+3)
Space/Reach:5 ft./5 ft.
Special Attacks: Furious Counterstrike, Rage (1/day)
Special Qualities: Fast Movement, Literacy, Saurian Companion (Medium viper), Uncanny Dodge, Unstoppable, Wild Empathy
Saves: Fort +8, Ref +3, Will +7
Abilities: Str 22, Dex 14, Con 21, Int 8, Wis 16, Cha 12
Skills: Climb +7, Handle Animal +3, Intimidate +7, Jump +7, Listen +5, Ride +4, Sense Motive +5, Spot +5, Survival +5, Swim +6
Feats: Multiattack, Power Attack, Improved ToughnessB, RunB
Environment: Temperate Forests
Organization: Solitary or Pair
Challenge Rating: 8
Treasure:Standard
Alignment: CN
Advancement: By Class
Level Adjustment: +3

Bloodlust bursts out of the foliage, head held low in a furious charge, unleashing a blood-curdling roar.

Combat
Bloodlust begins a rage then charges in close to soft-looking targets, soaking up damage for furious counterstrike and applies power attack liberally.

LordErebus12
2012-12-29, 01:28 AM
Terrak Racial Class:
Note: Treat this class as an aberration racial class,

Fluff...

Primary Ability Scores: Str (Attack, Damage, Lift Capacity), Con (Rage duration, Health, Saves)
Secondary Ability Scores: Dexterity (AC, Initiative, Saves), Wisdom (Saves, Skills) or Cha (Intimidation and Animal Skills)
Alignment: Any Non-Lawful
Hit Dice: 1d8

Skills: Acrobatics (Dex), Athletics (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

{table=head]{colsp=9}Table: The Terrak
Level| Attack Bonus | Fort | Ref | Will |
Special|
DR|
Fast Healing|
Fast Movement

1 | +0 |{colsp=1}
+0|{colsp=1}
+0|{colsp=1}
+2 |Furious Counterattack, Unstoppable (10 pts.)|1/Epic|1|+0 ft.

2 | +1 |{colsp=1}
+0|{colsp=1}
+0|{colsp=1}
+3 |Saurian Companion, Wild Empathy|2/Epic|2|+10 ft.

3 | +2 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+3 |Trackless Step, Unstoppable (20 pts.)|3/Epic|3|+10 ft.

4 | +3 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+4 |Primal Stomp (DC 14 + Str Modifier), Venom Immunity|4/Epic|4|+10 ft.

5 | +3 |{colsp=1}
+1|{colsp=1}
+1|{colsp=1}
+4 |Goring Charge 2d8, Unstoppable (30 pts.)|5/Epic|5|+20 ft.

6 | +4 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+5 |Energy Drain Immunity, Improved Carapace (50%)|6/Epic|6 |+20 ft.

7 | +5 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+5 |Knockback, Unstoppable (40 pts.)|7/Epic|7|+20 ft.

8 | +6/+1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+6 |Mighty Swing, Plagueproof|8/Epic|8|+30 ft.

9 | +6/+1 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+6 |Augmented Critical, Unstoppable (50 pts.)|9/Epic|9|+30 ft.

10 | +7/+2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+7 |Ability Damage Immunity, Goring Charge 4d8, Regeneration|10/Epic|10|+30 ft.
[/table]

Class Features
The following are the class features of the Terrak.

Weapon and Armor Proficiency: Terrak are proficient with no weapons and no armor or shields.

1st - Fast Healing (Ex): A terrak with the fast healing special quality regains hit points at an exceptionally fast rate, healing 1 hit point per terrak racial class level. fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. it does not allow lost body parts to be reattached.

1st - Damage Reduction (Ex): non-epic weapons do not always deal enough damage to even hurt a terrak, their thick hides turn away even magical weapons if they are not also an epic weapon. This damage reduction is equal to the Terrak's racial class levels.

1st - Unstoppable (Ex): Your supreme toughness and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool.

At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish).

Most Terrak’s opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability.

For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 10 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 10 at 3rd, 5th, 7th, and 9th level.

1st - Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see Unstoppable, above) divided by 10, rounding down.

{table=head]{colsp=2}
Damage Pool| Attack/Damage Bonus

0-9 | +0
10-19 | +1
20-29 | +2
30-39 | +3
40-49 | +4
50 | +5
[/table]

You can only gain a maximum bonus on attack rolls and damage rolls of +5 from furious counterstrike. Use the table above to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.

2nd - Fast Movement (Ex): A Terrak's land speed is faster than the norm for his race by +10 feet. This bonus increases to +20 ft. at 5th level and then finally +30 ft. at 8th level. This benefit applies only when he is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the terrak’s speed because of any load carried or armor worn.

2nd - saurian companion (Ex): same as druidic ability, but treat your class level as -1 for all purposes for the animal companion. The type of animal chosen must be some form of dinosaur or reptile.

2nd - Wild Empathy (Ex): A terrak can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The terrak rolls 1d20 and adds his terrak level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the terrak and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A terrak can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

3rd - Trackless Step (Ex): A terrak leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

4th - Primal Stomp (Ex): As a standard action, the terrak can produce a mighty foot stomp, precipitating a shock wave that travels along the ground to topple creatures and loose objects. The shock wave affects only creatures and objects in contact with the ground, within the 20 ft. radius, centered on the Terrak. Creatures that fail their reflex saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage. Those who successfully save against this negate the effect. The Reflex Save is equal to 14 + Terrak's Str Modifier.

4th - Venom Immunity (Ex): A terrak gains immunity to all poisons.

5th - Goring Charge (Ex): Whenever a terrak attempts a charge attack using its horns, in addition to the normal bonuses, the damage dealt by this gore attack increases to 2d8, plus one and a half of the terrak's Strength modifier. This charging damage increases to 4d8 at 10th level.

6th - Energy Drain Immunity (Ex): A terrak gains immunity to all forms of energy drain.

6th - Improved Carapace (Ex): the terrak's carapace racial ability improves, reflecting spells 50% of the time, instead of 25% of the time.

7th - Knockback (Ex): Once per round, the terrak can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Terrak’s Strength modifier and is moved back as normal. The Terrak does not need to move with the target if successful. This does not provoke an attack of opportunity.

8th – Mighty Swing (Ex): The Terrak automatically confirms a critical hit. This ability is used as an immediate action once a critical threat has been determined. This ability can be used three + Terrak's Constitution modifier times per day.

8th - Plagueproof (Ex): A terrak gains immunity to all supernatural or natural diseases.

9th - Augmented Critical (Ex): The terrak's claws threaten a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

10th - Ability Damage Immunity (Ex): A terrak gains immunity to all forms of ability damage.

10th - Regeneration (Ex): A terrak gains regeneration 10, losing fast healing permanently in exchange.

PEACH
2012-12-29, 01:29 AM
Terrasques aren't aberrations. I'm not usually one to complain of flavor, but that seems a bit odd.

Otherwise, this is a fairly powerful template defensively, but 4 LA is huge and in general I don't see LA as something that can really be effectively balanced, even with LA buyoff.

LordErebus12
2012-12-29, 01:30 AM
Terrasques aren't aberrations, though.

true, but the process is uniquely aberrant.

LordErebus12
2012-12-29, 02:24 AM
did some adjustments, lowered some other stuff, but gave it DR 10/---- instead of DR 10/+3 enhancement.

NosferatuZodd
2012-12-29, 03:23 AM
The template is fairly powerful, are you doing the racial class as a progression of the template or a class where one steadily becomes a Terrak and/or beyond?

It might be more playable if it's a progression from base race to whatsoever, but as it stands most DMs dislike such high LA.

The concept and everything however? I love it, I read something fairly similar on a thread on another forum.

LordErebus12
2012-12-29, 03:46 AM
The template is fairly powerful, are you doing the racial class as a progression of the template or a class where one steadily becomes a Terrak and/or beyond?

It might be more playable if it's a progression from base race to whatsoever, but as it stands most DMs dislike such high LA.

The concept and everything however? I love it, I read something fairly similar on a thread on another forum.

good ideas.

LordErebus12
2012-12-29, 04:41 AM
working on it, give me time to square it away. still, feel free to comment, i could use the inspiration.

ShadowFireLance
2012-12-29, 12:20 PM
:smalleek:
You just did, Exactly What I wanted to do for years...Make a *Basically* Half-Tarrasque....:smallbiggrin:
Though, The LA+4 is a bit High, I am so going to use this when I can.
You might take a intrest in:
http://forum.rpg.net/showthread.php?261519-D-amp-Dish-The-city-built-around-the-tarrasque

Debihuman
2012-12-29, 01:01 PM
Shouldn't the creature's natural weapons scale with its size? A Small or Medium terrak should do less damage than a Large one. Also, claws are secondary weapons and should do 1/2 strength damage.

DR 1 should be DR 10 shouldn't it?

What about Special Attacks? Does it keep them, lose them, gain different ones? I think it would lose the ones it has as a base creature and gain at least Improved Grab and Swallow Whole adjusting for the size of the Terrak.


For example, you could add the following:

Special Attacks: If the base creature had special attacks, it loses them and gains the following:

Improved Grab (Ex): To use this ability, a terrak must hit an opponent that is at least one size category smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A terrak can try to swallow a grabbed opponent that is at least one size smaller than by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of crushing damage plus 1d4+2 points of acid damage per round from a terrak’s digestive juices. A swallowed creature can cut its way out by dealing 10 points of damage to the terraks digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Small terrak’s gullet can hold 2 Tiny smaller creatures; a Medium terrak’s gullet can hold 1 Small or 2 Tiny or smaller creatures; and a Large terrak’s gullet can hold 1 Medium or 2 Small or 4 Tiny or smaller creatures.

Technically. a tarrasque's SR is CR +12 and isn't based on HD at all. You might want to tone down the terrak's SR to follow suit.

You should note that a tarrasque does not have either darkvision or low-light vision. And its DR is 15/epic. I don't think the terrak should have better than DR 10/magic. DR/+3 is old 3.0. You should check the online SRD for the tarrasque's 3.5 stats.

Debby

LordErebus12
2012-12-29, 02:59 PM
Shouldn't the creature's natural weapons scale with its size? A Small or Medium terrak should do less damage than a Large one. Also, claws are secondary weapons and should do 1/2 strength damage.

Generally, yes. thats not how im doing it, however.

DR 1 should be DR 10 shouldn't it?

Generally, yes. its going to progress with the racial class, meaning it doesnt need a large LA.

What about Special Attacks? Does it keep them, lose them, gain different ones? I think it would lose the ones it has as a base creature and gain at least Improved Grab and Swallow Whole adjusting for the size of the Terrak.

I disagree with these abilities, since its more humanoid, i dont want it to be all bite focused, claws are primary weapons.

For example, you could add the following:

Special Attacks: If the base creature had special attacks, it loses them and gains the following:

Improved Grab (Ex): To use this ability, a terrak must hit an opponent that is at least one size category smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A terrak can try to swallow a grabbed opponent that is at least one size smaller than by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of crushing damage plus 1d4+2 points of acid damage per round from a terrak’s digestive juices. A swallowed creature can cut its way out by dealing 10 points of damage to the terraks digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Small terrak’s gullet can hold 2 Tiny smaller creatures; a Medium terrak’s gullet can hold 1 Small or 2 Tiny or smaller creatures; and a Large terrak’s gullet can hold 1 Medium or 2 Small or 4 Tiny or smaller creatures.

Technically. a tarrasque's SR is CR +12 and isn't based on HD at all. You might want to tone down the terrak's SR to follow suit.

I put it on par with the Drow intentionally.

You should note that a tarrasque does not have either darkvision or low-light vision. And its DR is 15/epic. I don't think the terrak should have better than DR 10/magic. DR/+3 is old 3.0. You should check the online SRD for the tarrasque's 3.5 stats.

All aberrations have low-light and darkvision 60 ft. I dont care if the writers didnt add it to the Tarrasque (its a low- Int magical beast, not a intelligent aberration).

Im not giving a playable race template DR 15/Epic, not ever. Any DM would agree on this one.

And I've checked the SRD entry several times, i dont want to make it a freaking mini terrasque, its just meant to feel like one.

Debby

overall, not much i can use, i had altered it to make it more playable, and the intention was to take a step away from the Tarrasque, not a step towards. Its mutation, not crossbreeding.

Debihuman
2012-12-29, 03:29 PM
overall, not much i can use, i had altered it to make it more playable, and the intention was to take a step away from the Tarrasque, not a step towards. Its mutation, not crossbreeding.

I get your points except that DR 15/-- is actually tougher than DR 15/epic so I fail to see why the former is okay for you but not the later. And before you go on a tear, I NEVER suggested DR 15/epic was appropriate, I suggested DR 10/magic. If you are making it DR 1/-- that's cool too.

Your attacks are screwed up if you want claws to be the primary attack. Bite has full Str bonus so that is the primary attack. A creature's primary attack uses Str modifier and its secondary attack uses 1/2 Str modifier. If you want the claws to be the primary attack you need to fix that.

You still didn't say what happens to Special Abilities and Special Attacks of the base creature. For example, say you apply this template to a hag. Hag have the following: Improved grab, rake 1d6+7, rend 2d6+10, and spell-like abilities. Do they keep these things when you add the template or are they replaced by the new special abilities?

Debby

LordErebus12
2012-12-29, 05:13 PM
I get your points except that DR 15/-- is actually tougher than DR 15/epic so I fail to see why the former is okay for you but not the later. And before you go on a tear, I NEVER suggested DR 15/epic was appropriate, I suggested DR 10/magic. If you are making it DR 1/-- that's cool too.

DR x/Epic it is.

Your attacks are screwed up if you want claws to be the primary attack. Bite has full Str bonus so that is the primary attack. A creature's primary attack uses Str modifier and its secondary attack uses 1/2 Str modifier. If you want the claws to be the primary attack you need to fix that.

Fixed.

You still didn't say what happens to Special Abilities and Special Attacks of the base creature. For example, say you apply this template to a hag. Hag have the following: Improved grab, rake 1d6+7, rend 2d6+10, and spell-like abilities. Do they keep these things when you add the template or are they replaced by the new special abilities?

Debby

Hmm, gonna have it replace any racial traits or abilities the natural races might have, for simplicity. what say you?

LordErebus12
2012-12-30, 01:21 AM
removed some stuff, SR and Fire immunity.

Vaynor
2012-12-30, 01:42 AM
This looks pretty cool, just one thing I noticed when reading:

Your description of the carapace is a bit confusing in its wording. It says it reflects all of the types of spells it lists, but then says it only has a 25% chance to reflect them. You should remove the word "all."

LordErebus12
2012-12-30, 03:07 AM
This looks pretty cool, just one thing I noticed when reading:

Your description of the carapace is a bit confusing in its wording. It says it reflects all of the types of spells it lists, but then says it only has a 25% chance to reflect them. You should remove the word "all."

fixed that.

Notice Now that many things have been edited. its now more finished, i feel.

LordErebus12
2012-12-31, 12:17 AM
posted a 5th level Terrak sample.

Still need feedback on the LA. i think its right at +3 but am unsure.

Debihuman
2012-12-31, 01:44 AM
Is there a reason you are using a Pathfinder style stat block for a 3.5 creature? I'm only asking because the old standard 3.5 stat block actually makes it a lot easier to critique.

What was your base creature? Also, what's a "Bloodlust" terrak? Is that another template?

Debby

LordErebus12
2012-12-31, 02:03 AM
Is there a reason you are using a Pathfinder style stat block for a 3.5 creature? I'm only asking because the old standard 3.5 stat block actually makes it a lot easier to critique.

its my own personal stat block style (more or less), its evolved over time.

some things, such as skills, have been altered:
swim, jump and climb became athletics
balance, tumble and escape artist became acrobatics
hide and move silently became stealth
Listen and Spot is now perception

if its bothersome, i can fix the skills in a few minutes. as for the layout, i have trouble with the old style.


What was your base creature?

Debby

Doesnt matter what the base was, the template replaces the entire race and all of its abilities.

consider it a racial template that breeds true. a new race spawned from the husk of the base race.

Debihuman
2012-12-31, 02:41 AM
This is exactly why nobody wants to critique your stuff. You make it harder by not mentioning which houserules you are using and by using a stat block that apparently only you use and understand.

Debby

LordErebus12
2012-12-31, 03:50 AM
This is exactly why nobody wants to critique your stuff. You make it harder by not mentioning which houserules you are using and by using a stat block that apparently only you use and understand.

Debby

fair enough, i made the changes back to normal skills, as promised. as for the stat block, im having some trouble with understanding why its so difficult to understand. is it merely format? is it because i did not add all the special abilities at the bottom? please elaborate so i might make some edits. lets keep this civil.

LordErebus12
2012-12-31, 04:09 AM
made this template a race. made more sense. it can still be applied like a template, i guess, but i want it to breed true.

Debihuman
2012-12-31, 09:42 AM
Here is why the standard stat block is easier to critique than ANY other stat block.

First, everything is laid out on a linear level. If I know what your Size and Type are first, then the next line I know whether you have the right HD and hit points.

Second, everything is listed in a recognizable format. I know exactly where to look if I need to see at an ability score to check DC values, ability modifiers etc. This saves a lot of time as I'm not hunting through an unfamiliar stat block.

Third, I can tell if something is omitted in a standard stat block due to it's layout. In the new format, it would never be apparent to me.

Trust me, it saves a lot of time not to have to search up and down the stat block because I can't figure out where things are.

I would never use a classed humanoid to show off a template. It has too many variable and it's a royal pain to figure out if you applied not only the template correctly but the class as well. This is the K.I.S.S. principle at work.

Debby

LordErebus12
2012-12-31, 11:14 AM
I would never use a classed humanoid to show off a template. It has too many variable and it's a royal pain to figure out if you applied not only the template correctly but the class as well. This is the K.I.S.S. principle at work.

Debby

I would use one if i felt it was necessary, but only if its total HD is lower than 10. Ive never had that problem overall; I rather enjoy the challenge. Plus its only 2 levels of a player class, not the most difficult thing to figure out.

If you could somehow create a generic 3.5 format entry (one working on this site) that i could copy, i could fill in the relevant material in each section quickly.

Debihuman
2012-12-31, 12:08 PM
Would this help? Just fill in the blanks in name and Size and Type and the stuff in brackets.

Creature's Name:
Size and Type:
Hit Dice: [Hit Dice] + , ([average hp])
[B]Initiative:
Speed:
Armor Class:
BAB/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Creature's Description

Combat

LordErebus12
2012-12-31, 10:43 PM
Would this help?


I does indeed help, give me a day to make the changes and ill upload them. got work and a party to deal with before i can get back to it.

LordErebus12
2013-01-03, 06:40 AM
one sample down, two to go.

Debihuman
2013-01-03, 08:40 AM
Sample Encounters:

Here is the corrected stat block (design notes should show math separately)

Included all bonuses for each hit die (including those from feats) and then hp
Your math was off. It has 49 hit points not 44.

Secondary attacks are always secondary even if used as a primary attack.The creature's primary attack is the only one that goes in the attack line. If a creature has more than one primary attack, then it should be separated by an "or" not by commas in the attack line.

If it has secondary attacks, then it can use all of them as a full attack. Primary attacks do not change from Attack line to Full Attack line. Claws always do the same amount of damage.

You left off the Barbarian Special Abilities. Barbarians automatically get Literacy when they have another class.

Classed creatures have CR equal to their class but it is an 8th level character because of +3 LA. Now compare this to other 8th level PCs and see how it stacks up.

So its name is Bloodlust Terrak.

Bloodlust Terrak
Male Medium Aberration Terrak 2nd / Barbarian 3rd
Hit Dice: 2d8+12 plus 3d6+18 (49 hp)
Initiative:+2
Speed:40 ft. (8 squares), burrow 20 ft.
Armor Class:20 (+8 Natural, +2 Dex), Touch 12, Flat-footed 18
BAB/Grapple:+4/+10
Attack: Claw +10 melee (1d6+6)
Full Attack: Two claws +10 melee (1d6+6) and bite +8 melee (1d4+3) and tail slap +8 melee (1d4+3) and two gores +8 melee (1d4+3)
Space/Reach:5 ft./5 ft.
Special Attacks: Furious Counterstrike, Rage (1/day)
Special Qualities: Fast Movement, Literacy, Saurian Companion (Medium viper), Uncanny Dodge, Unstoppable, Wild Empathy
Saves: Fort +8, Ref +3, Will +7
Abilities: Str 22, Dex 14, Con 21, Int 8, Wis 16, Cha 12
Skills: Climb +7, Handle Animal +3, Intimidate +7, Jump +7, Listen +5, Ride +4, Sense Motive +5, Spot +5, Survival +5, Swim +6
Feats: Multiattack, Power Attack, Improved ToughnessB, RunB
Environment: Temperate Forests
Organization: Solitary or Pair
Challenge Rating: 8
Treasure:Standard
Alignment: CN
Advancement: By Class
Level Adjustment: +3

Bloodlust bursts out of the foliage, head held low in a furious charge, unleashing a blood-curdling roar.

Combat
Bloodlust begins a rage then charges in close to soft-looking targets, soaking up damage for furious counterstrike and applies power attack liberally.

Debby

LordErebus12
2013-01-03, 11:22 AM
updated, off to work.